Magic_Game/core/actions/Spawn.cpp

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#include "..\e2daction.h"
e2d::Spawn::Spawn()
{
}
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e2d::Spawn::Spawn(const Actions& actions)
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{
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this->Add(actions);
}
e2d::Spawn::~Spawn()
{
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for (auto action : actions_)
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{
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SafeRelease(action);
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}
}
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void e2d::Spawn::Init()
{
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Action::Init();
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if (target_)
{
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for (const auto& action : actions_)
{
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action->target_ = target_;
action->Init();
}
}
}
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void e2d::Spawn::Update()
{
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Action::Update();
size_t doneNum = 0;
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for (const auto& action : actions_)
{
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if (action->IsDone())
{
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++doneNum;
}
else
{
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action->Update();
}
}
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if (doneNum == actions_.size())
{
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this->Stop();
}
}
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void e2d::Spawn::Reset()
{
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Action::Reset();
for (const auto& action : actions_)
{
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action->Reset();
}
}
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void e2d::Spawn::ResetTime()
{
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for (const auto& action : actions_)
{
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action->ResetTime();
}
}
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void e2d::Spawn::Add(Action * action)
{
if (action)
{
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actions_.push_back(action);
action->Retain();
}
}
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void e2d::Spawn::Add(const Actions& actions)
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{
for (const auto &action : actions)
{
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this->Add(action);
}
}
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e2d::Spawn * e2d::Spawn::Clone() const
{
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auto spawn = new Spawn();
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for (const auto& action : actions_)
{
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if (action)
{
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spawn->Add(action->Clone());
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}
}
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return spawn;
}
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e2d::Spawn * e2d::Spawn::Reverse() const
{
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auto spawn = new Spawn();
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if (spawn && !actions_.empty())
{
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std::vector<Action*> newActions(actions_.size());
for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter)
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{
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newActions.push_back((*iter)->Reverse());
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}
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spawn->Add(newActions);
}
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return spawn;
}